#version 300 es

layout(location=0) in vec3 aPos;
layout(location=1) in vec3 aNormal;
layout(location=2) in vec2 aTexCoord;


layout(std140) uniform PassBuffer
{
	mat4 proj;
    mat4 view;
    vec3 camPos;
    float passPad;
};

layout(std140) uniform ObjBuffer
{
	mat4 world;
    mat4 normalMatrix;
};


void main()
{
    gl_Position=proj* view* world* vec4(aPos, 1.0f);

};